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Issues I have with the game in its current state
Hello everyone,
i have returned from the break i took a while ago,when the last Rift closed, and within the few weeks that i have been playing again, i couldnt help but notice some problems that upset me. (sadly most are already well known problems that just never got fixed)
This is not a post regarding any balancing issues, so if you were looking for that you are going to be disappointed i fear - no, this is about issues and flaws i found this game to have, which really sucked the fun out of my matches, at least the ones where they appeared. i wont be discussing the strength of certain perks, i will be discussing this games general structure and how its build.
without further ado, lets just get started:
1: Hitboxes and Hitreg
this is a big one right at the start, but its also the most recent problem that occured to me (i just come from a game where Hitreg absolutely screwed me).
Here's the scenario: i just played Hillbilly on Gas Heaven, a door has been opened and one guy is charging right at it, through a huge deadzone. i cut him off and start charging my chainsaw, while standing right behind him - he doesnt even attempt to dodge. its an easy hit, he goes down and i get my 3 kills this match - well, thats how it should have been, had hitreg not decided to automatically cancel my chainsaw attack and make it whiff for no reason, allowing him to escape before i can recover and recharge my chainsaw.
thats just one example of Hitreg being bad, another one is when you as a Deathslinger try to shoot a person currently unhooking someone else - more often than not you end up spearing the guy on the hook instead of the one you just shot at, leaving you with eigther an unwanted instant tunnel while the other guy gets away, or completely cancelling your shot, because you cant shoot ppl currently on a hook, allowing both to get away for free.
or when you as a Blight run into stuff thats not even on your screen / slide straight past objects you ment to slam into.
there are more examples. but you get the idea.
2: Map RNG
i get the concept behind the maps being random and i dont think that maps should be the same every single time you play on them, but the huge variations of map layouts you can get right now are sometimes yuite insane.
a great example for that would be the Blood Lodge. i have had map variations of this where the middle was literally nothing but pallet tiles, with jungle gyms and T L walls around the edges, making the map extremely survivor sided. then on the other hand, ive had map variations where the entire middle was nothing but a huge deadzone, maybe one or two pallets in there, thats it.
and sometimes you have certain tiles that link into each other, creating extremely strong loops. ever had a jungle gym (with the window on the long side) go into cow tree, going into a pallet tile (the one with the high walls), going into shack? if you do, you'll know what i'm talking about right now.
i think that map layouts should be a lot more consistent. the game should not be decided before it has even started, just because the map layout heavily favors one side over the other.
3: Hook Spawns
this one is quite similar to map RNG, however i think it deserves its own spot on this list.
why is it, that certain mapy / map layouts have literally no hooks?
Azarovs Resting Place would be great a example for this, as its quite common to have no more than 2 or 3 hooks covering over 50% of the entire map. what am i supposed to do when i down two players in one spot? what am i supposed to do when i sacrifice somoene? as soon as the one hook i have there is used up / currently in use, this creates a huge "wiggle free zone", where i can not pick up any survivors and reach a hook with them in time.
and what about The Game, where i sometimes even have these "wiggle free zones" by default, because i downed someone downstairs and the game didnt give me a hook, as there is one upstairs - where i cant get them because there are no stairs / the way i would have to take was too long to reach the hook?
in general, whenever basement spawns in a main building thats somewhat in a corner of the map, that entire corner ends up being literally unusable for the killer. i had a Rancid Abattoir game some time ago where exactly that happened - the basement was in the main building, and therefore the game didnt give me any hooks in a huge radius around said basement. just sucked that the basement was mostly inaccessable, unless i downed someone right at the entrance of that building, leaving me with exactly two hooks for more than 50% of the map - 2 hooks and an hardly accesable basement.
there shouldnt be a place in a map where the killer can not reach a hook. thats the one thing us killers need to be able to rely on - being able to reach a hook after winning a chase. if we can not have that, then how are we supposed to be able to win? literally every time i noticed large hook deadzones, i lost that match as killer. because i eigther had no was of hooking anyone, or because the time to hook them was so long that i couldnt apply any pressure on the others.
but then we have maps where there are literally two hooks facing each other. while sabo is on some maps ridiculously strong, we have others where its literally useless, as hooks are 5m apart of each other.
i think you need to take a look at the maximum and minimum hook spawns on each map again and adjust them, aswell as allowing hooks to spawn closer to the basement than they currently do.
4: Oneshot Killers and the Chaser Emblem
this is a flaw in the emblem system that i have been criticising ever since it released.
why is it, that Killers such as the Hillbilly or Oni get actively punished for using their power well?
in case you are wondering what im talking about:
the Chaser Emblem rewards you with points each time you hit a survivor. the longer the chase, the less points you get, a succesfull hit will end the current chase timer and start a new one. this means that any normal M1 killer will have two chases each time they down a Survivor, but it also means that Killers with a oneshot ability will only be getting one chase by the time they down a Survivor.
this means hat oneshot Killers will receive a lot less "chases" than M1 Killers, therefore their emblem score is going to be a lot lower.
this should definitely be updated to grant a killer two chases worth of points when they use an oneshot ability on a Survivor to down them, otherwise its going to be quite disencouraging for good players to actually play good and use their ability, instead of just going for M1s at all times.
5: Survivors punished for a Killers bad performance
another quite obvious one. If the killer has a bad performance throughout the trial (or is hardcamping), the survivors wont get any chance at getting any Emblem Points other than Lightbringer.
usually when a Killer is struggeling to get any hooks / hardcamping anyone he gets, survivors themselves will struggle at obtaining any Emblem Points and Blood Points.
especially in the case of a hard camping killer i dont think its justified to have everyone black pip at best, just because the Killer felt like being an acehole this game.
the same goes for deranking AFK Wraiths. i shouldnt depip just because the Killer refuses to participate in the trial!
though finding a good solution for this is quite difficult, ill admit that.
6: Grabs and latency
i cant tell how many times i got a grab denied in the past few weeks. of course they all happen in decisive moments, for example when that one survivor tries to greed that 99% gen or when they hookfarm their teammate with BT. every time where i should have gotten an instant down and could have potentially turned the game around from that, the game ust decides that i should put my hand on their shoulder for 3 or 4 seconds and THEN hit them normally, giving them enough time to unhook in my face or finishing the gen they were on.
i heard you were working on a fix for Dead Hards latency issues. thats great and all, but please tell me that you are also actively looking for a solution to this problem! this is a base mechanic this game features and it has been broken for a very long time now! this should be just as much prioritized as Dead Hard is and i would be quite upset should you fix Dead Hard without addressing this issue.
another thing is, when the Survivor on a Killers shoulder lags out with a 10.000 ping and the Killer is rendered unable to hook them.
this is something many cheaters use to make sure Killers are denied hooks, while also having Unbreakable Soulguard and No Mither equipped to ensure they also cant be slugged.
it is very infuriating to deal with - and the fix to it is quite an easy one aswell! just prioritize the Killer with their connection over the Survivor with theirs while they are being carried. Make it so when the Killer hooks a Survivor on their screen and the Server gets that info, that the Survivors connection is not at all taken into account.
If the Survivor lost connection to the server while the Killer was carrying them, the Killers current location should always be seen as the Survivors location aswell. and if the Killer hooks them, no matter where the Server thinks the Survivor is right now / whether it sees the Survivor at all, the hooking action should be forced through, periode.
and if that makes the Survivor teleport to a hook on their screen, they are the ones who lost connection! so its not up to the Killer to pay for that.
7: Disconnects
I hate how i get punished for someone else leaving. as a Killer i receive barely any BPs (the 625 Brutality BP are a joke) and no Emblem Points whatsoever when someone pulls the plug. I end up with a bad score, just because someone else didnt feel like playing the game anymore? how is that fair?
but its even worse as a Survivor. not only do you hardly get anything BP and Emblem wise, but you are also immediately down one player. The amount of times where an early DC / hook suicide ended up losing everyone else the game is insane!
literally the only thing that somewhat keeps me from raging myself is the thought on how long their DC penality is going to be now and the hope that they are gone for a LONG time now.
i think if someone DCs there should be a BP compensation to every player left - and not just 600 points in one cathegory, im talking some REAL BPs! something like 2k BP in each cathegory plus at least a bronze quality on each Emblem for the opposing side (the more DCs, the higher the emblems - a killer DC will immediately grant 32k BP to all Survivors, aswell as 4 Iridescent Emblems) a cancelled match should also give some compensation BP wise.
also, make hook suicides a reportable offense.
the person performing them is refusing to participate in a normal game, screwing everyone else over. this needs to be punished. it doesnt have to be a lengthy time out, but applying a time out of lets say a day for a player that has actively been suiciding on hooks would be great.
im not saying we should ban anyone who kills themselves on hooks immediately, but people who repeat it over multiple games and who have been reported for it multiple times (possibly even with video evidence) should get a time out for some time, possibly even increasing amounts of time, the more they do it.
to compensate, you should definitely update the way hooks work. make sure everyone immediately understands that self unhooks are very dangerous and its not wise to perform them, while also removing the dumb button mashing in stage two. that would ensure that new players would know how dangerous a self unhook attempt is, while also not accidentally dying to the second stage, so they dont actually get banned for hook suicides.
aight, enough of that rant for now.
i know its quite a lengthy post, but i feel like its important to address and talk about these issues, as they are the main issues i currently have with the game and i feel like it would be much better of an experience should they be fixed.
do you disagree with something? do you have potential fixes or do you have other things to add to this?
feel free to leave a comment down below ^^
PS: please excuse my english, it might not be the best at times as im not a native speaker, its quite late here and im tired right now.